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What OS do you use Armok Vision on?

Windows 10
- 153 (50%)
Windows 7
- 77 (25.2%)
OSX
- 18 (5.9%)
Linux
- 45 (14.7%)
Other
- 13 (4.2%)

Total Members Voted: 306


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Author Topic: Armok Vision Project, on Hiatus.  (Read 510399 times)

Baffler

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #510 on: November 13, 2015, 07:16:05 pm »

PTW, this looks pretty cool. I'd post screenshots if I had any forts worth showing off.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #511 on: November 15, 2015, 04:49:41 am »

v0.7 had a pretty major bug in it, causing the everything to dissapear whenever you make a step in adventure mode.

I just released a fix:

https://github.com/JapaMala/armok-vision/releases/tag/v0.7.1

v0.7.1
 * Fixed a bug that caused the landscape to not render whenever you moved as an adventurer.
 * Various performance improvements.
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TheBloke

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #512 on: November 15, 2015, 09:21:38 am »

Japa: As I've said on IRC, awesome work with this.  And in particular with the FPS improvements in 0.7.1; you say "some" performance improvements, but in fact the difference I'm seeing is is absolutely vast.  I now get up to 150 FPS in AV when DF is paused, compared to 10 before.  Excellent work!

Just to note for the thread what we already discussed on IRC: in 0.7.1, [ ] keys are non-functioning, so the sun can't be manually moved.

I have three low-priority suggestions/requests:
  • Configurable draw distance: with up to 150 unpaused FPS, I reckon I could draw my whole 3x3 map (144x144 tiles) at once with still acceptable FPS. Right now I think it draws 100x100 tiles?
  • Indication of current Z level.  A (toggle-able?) on-screen identifier of the visible Z level, in DF terms; 0, +1, -3 etc.
  • What do you think of having an configurable (but perhaps on by default) "mask undug area" mode?
    • I realised last night that I can easily spoiler myself, scrolling down below where I've dug and seeing what minerals/veins are there.
    • Ideally, any info that I can't see in-game would be similarly hidden in AV (undug areas appearing uniform black/grey).
    • Right now it's even possible to scroll down to HFS and see
      Spoiler (click to show/hide)
      there - something I've never actually done in-game yet (fortunately I had already spoilered myself as to what's there via ignoring Wiki spoiler warnings :) ). 

Thanks again for AV, it's excellent!
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #513 on: November 15, 2015, 09:35:50 am »

  • Yeah, this is something that needs to be in there, eventually, along with a whole host of other things. I mostly have to actually make a config menu, which is scary and hard.
  • This is simple enough to do. I'll add something to show the current camera focus.
  • Yeah, this will be a priority for the next version. I already have logic in place to hide terrain that's marked hidden by the game, but it's disabled until I can show something in its place.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #514 on: November 15, 2015, 06:33:42 pm »

Not sure how that got missed but, hitting S to change the scaling kinda has a problem of also being used to move your viewpoint. Also it runs great, card got here finally, yay!

Hmmm, I could swear the tileset used for the creatures was in the built folders but I guess it is just in the source ones.

I'm assuming if I point the dwarf.xml at the right images in there it will use them the same as the other .xml files with their respective stuff?

Ultimately I'm going to be trying to get my Curses+1.png and the CLA36x54 working with this.
« Last Edit: November 15, 2015, 06:43:06 pm by Max™ »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #515 on: November 15, 2015, 09:47:52 pm »

Scaling is L, not S.

As for the dwarf sprite sheet, it's currently hard-coded. The dwarf xml file is a red herring.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #516 on: November 16, 2015, 02:40:44 am »

Rats. Well, I've made some higher resolution versions of various tilesets, if you've got a specific one you like lemme know and I'll try to scale it up since AV zooms in way more than it takes to make them start looking kinda crummy. I know the build folder had the set you currently use which is only 24x24, I've got a few 36x36 ones in my sig, GemSet comes with a 48x48, and I've got several 36x54 which would look fantastic in AV.

You have a typo on your github release page about the controls then, it says S there.

How many of the controls can be reassigned? I'd love to be able to change the zoom from mousewheel to anything else since I gotta grab the gf's mouse and plug it in to use it.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #517 on: November 16, 2015, 02:57:42 am »

Right now nothing is assignable. I'll work on fixing that next.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #518 on: November 16, 2015, 04:14:54 am »

Click for full-size:


Nagidal48x48Beards.png
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #519 on: November 16, 2015, 04:36:26 am »

Actually, the image I'm using is this one:

Spoiler (click to show/hide)

But I've been scaling it down on release to save filesize.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #520 on: November 16, 2015, 05:35:55 am »

What do you scale it down to? Where did the outline come from as well?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #521 on: November 16, 2015, 09:05:07 am »

I made the outline, actually. For giving some contrast against the background.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #522 on: November 16, 2015, 10:18:22 am »

Ah, was trying to figure out how a scaling artifact could do that, hah.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #523 on: November 16, 2015, 12:05:24 pm »

Played around with some ideas to make them stand out, was curious if I could do something that would look neat with the glow effect.
Spoiler (click to show/hide)
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #524 on: November 16, 2015, 12:15:32 pm »

All that would really do is make them blurred.
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